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 11 
 on: June 17, 2018, 01:18:40 PM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
Ahh yea. Guess I'll just have to git gud then lol

That's the mod in a nutshell tbh, but there is a depth of strategy to it as well if you're willing to invest on Luso's custom job and do the quests as they come by since everything scales to your clan's average levels.

 12 
 on: June 17, 2018, 01:04:18 PM 
Started by Zeke_Aileron - Last post by Beraias
Ahh yea. Guess I'll just have to git gud then lol

 13 
 on: June 17, 2018, 01:02:03 PM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
I can't recall when I unlocked them in the normal game but I'm fairly certain I had raise and didn't care. Maybe like make em stealable items at the beginning?

Steal abilities steal any random item/loot whatever the unit is carrying/coded with, so i can't change that unless the enemies you try to use steal on have the said items.

 14 
 on: June 17, 2018, 12:55:25 PM 
Started by Zeke_Aileron - Last post by Beraias
I can't recall when I unlocked them in the normal game but I'm fairly certain I had raise and didn't care. Maybe like make em stealable items at the beginning?

 15 
 on: June 17, 2018, 12:46:58 PM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
Oh yea. The issue I really had was it activating so often but now that mp actually regents normal now the quicken is fine

Still can't recall how to get ether and Phoenix down tho

Ethers and Phoenix Downs unlock as you progress through the story i think, hmm...

 16 
 on: June 17, 2018, 12:35:31 PM 
Started by Zeke_Aileron - Last post by Beraias
Oh yea. The issue I really had was it activating so often but now that mp actually regents normal now the quicken is fine

Still can't recall how to get ether and Phoenix down tho

 17 
 on: June 17, 2018, 12:23:08 PM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
Fair enough. I might not have the update then no big deal to update it for me thanks for the fast response tho ^^

Also I apologize for earlier response. I was on my phone and it hates my Terms of MP and other such FFTA/2 terms.

It's ok, i gave enemies Critical: Haste previously, but it didn't work out as i though it did, so i switched it to Critical: QUICKEN which on the long run is better in terms of survivability for that unit, given them a chance to do something before being killed off, and no Reaction abilities can't be altered to make them activate once unless specified like a few of them are, cause if they did some Critical abilities would be way better than another one in terms of Battle activation's, plus i don't know how to edit reaction abilities let alone passive abilities..., heh....

 18 
 on: June 17, 2018, 12:00:05 PM 
Started by Zeke_Aileron - Last post by Beraias
Fair enough. I might not have the update then no big deal to update it for me thanks for the fast response tho ^^

Also I apologize for earlier response. I was on my phone and it hates my Terms of MP and other such FFTA/2 terms.

 19 
 on: June 17, 2018, 11:47:51 AM 
Started by Zeke_Aileron - Last post by Zeke_Aileron
Made an account half to say love the game, plays well on my wiiU. Had a couple questions tho.

Is no meant to not recharge at all in combat? And if not how do you get Ethers and Phoenix downs? Playing on hard since your post mentioned that's how it should be played.

One gripe I have is every single enemy has critical quicken. Would be fine if it activated like it should: the once when you knock em down to critical hp. What every enemy with this ability seems to do however is have t activate more than once in a round: example

Enemy gets critical hped and 25hp, quicken activates, they don't heal and so my next unit smacks em, not enough to kill them and what always happens is that quicken activates AGAIN. It ends up leading to a battle taking me 45 bloody mins before it ends not even a story mission mind. And it's still early on.

Thanks, and yes the newest version of the mod should have the 4 natural MP regeneration if you haven't gotten that yet, and yes i know how Critical: QUICKEN can get annoying but i have it on enemies for a reason, it's to let them have a small fighting chance to fight with against the organized turn system that's in place in this mod.

 20 
 on: June 17, 2018, 11:14:27 AM 
Started by Zeke_Aileron - Last post by Beraias
Made an account half to say love the game, plays well on my wiiU. Had a couple questions tho.

Is no meant to not recharge at all in combat? And if not how do you get Ethers and Phoenix downs? Playing on hard since your post mentioned that's how it should be played.

One gripe I have is every single enemy has critical quicken. Would be fine if it activated like it should: the once when you knock em down to critical hp. What every enemy with this ability seems to do however is have t activate more than once in a round: example

Enemy gets critical hped and 25hp, quicken activates, they don't heal and so my next unit smacks em, not enough to kill them and what always happens is that quicken activates AGAIN. It ends up leading to a battle taking me 45 bloody mins before it ends not even a story mission mind. And it's still early on.

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